Ad placeholder

Act One: Difference between revisions

Jump to navigation Jump to search
No change in size ,  6 July
Line 15: Line 15:
As the first act of the game, Act One sets the scene for ''Baldur's Gate 3''. The main quest at the beginning of Act One is [[Find a Cure]]. This quest tracks the search for ways to remove the Mind Flayer Parasite. As the player character interacts with the world around them, more subquests will open up. These subquests will lead to characters with unique insights into the party's condition.  
As the first act of the game, Act One sets the scene for ''Baldur's Gate 3''. The main quest at the beginning of Act One is [[Find a Cure]]. This quest tracks the search for ways to remove the Mind Flayer Parasite. As the player character interacts with the world around them, more subquests will open up. These subquests will lead to characters with unique insights into the party's condition.  


While finding a cure is the focus of Act One, the party is likely to become embroiled in the main conflict of the area. Goblin search parties canvas the [[wilderness]] in search of the Emerald Grove and survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called "the Absolute".
While finding a cure is the focus of Act One, the party is likely to become embroiled in the main conflict of the area. Goblin search parties canvas the [[Wilderness]] in search of the Emerald Grove and survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called "the Absolute".


The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid {{CharLink|Halsin}} has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid {{CharLink|Kagha}} has started the [[Rite of Thorns]], a dangerous ritual that will seal the Grove off from the outside world and expel the [[tiefling refugees]] currently seeking shelter with the Druids.
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid {{CharLink|Halsin}} has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid {{CharLink|Kagha}} has started the [[Rite of Thorns]], a dangerous ritual that will seal the Grove off from the outside world and expel the [[Tiefling Refugees]] currently seeking shelter with the Druids.


'''Deciding the Fate of the Emerald Grove'''
'''Deciding the Fate of the Emerald Grove'''
14,922
edits

Navigation menu